8 ms·
The idea is neat. The UI didn't really work for me in a couple of ways: - The modal input mechanism feels kind of clumsy. An extra click is needed for the most
by jsnell 5y ago
The idea is neat. The UI didn't really work for me in a couple of ways:
- The modal input mechanism feels kind of clumsy. An extra click is needed for the most common move, and the buttons are somehow too inconspicuous. At least I kept forgetting to make the use/save choice for powerups.
- The path of terrains/actions taken is really hard to read. I think it's due to overlaying the two kinds of icons on top of each other. It'd probably be better if the terrain was shown as-is, but the action type was shrunk to maybe half or third, placed in a corner, and with an opaque background.
- sudden_dystopia 5y agoAgree with this, especially the legibility of the paths at the top.
- underanalyzer 5y agoThis is great feedback thanks! I very much agree with the size of the icons and will patch it soon
- nonethewiser 5y agoConsider clicking a tile twice to confirm move. Or once
- djs070 5y agoTwice seems smart. Too risky for a single click
- joshxyz 5y agoyea - click nearby tile should move - click distant tile should pounce
- dash2 5y agoI agree with both GP's comments. I think the path is confusing because it's shown like this: A>>>> and when the opponent makes another move: BA>>>> So the arrows say "this is moving forward in time", and point to the right (which is usually where you add things). But then the new moves are added on the left, behind the arrows.